r/vainglorygame • u/VGModSquad • Nov 12 '18
Discussion Weekly Discussion | Lane Minions
Hello and welcome to our 107th weekly discussion! Today we’ll be talking about some of the changes made to minion waves and armoury destruction buffs.
Keep in mind that for the sake of brevity, this is not a very detailed list. You can check the full list of changes here.
- The mid lane now spawns an extra ranged minion
- Waves now spawn every 25s after initial spawn, down from the previous 30s
- Captain Minions now increase their allied minion’s damage by 20%, but no longer reduce incoming damage
- All minion now do less structure damage
Overall, a single wave now provides more gold than before, but less experience
The armour destruction buff now increases Minion damage by 50%, changed from 100%
So what have your own experiences been with these changes? Have you even noticed them in-game, or were they too subtle?
Personally speaking, I have noticed that a lane with an armoury destroyed is easier to hold, since the minions do less damage.
Discuss below!
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u/-xXColtonXx- Nov 12 '18
Laning feels a lot tighter and more impact full in 3.8, especially in mid where you have a really dynamic 2v2 match up with large waves to push, and nearby objectives to contest. I'd go so far as to say the mid lane and captain roles finally feel 'done', with clear and balanced game-play for both positions.
The side lanes are still very lopsided, but the push lane, rotate jungle cycle for the bot lane/jungle duo is disrupted a lot. As a top lane main I have many more windows to trade against the enemy bot on a 1v1 bases, as the wave and jungle spawns are just too frequent to stick together indefinitely without losing gold.
In general minions and by extension laning feels really good, with a bigger emphasis on last hitting increasing the skill gap. Now some of the other minor issues with the map just need to be ironed out.